HTML5 image crop tool

Date: 07th Dec 2011 Author: admin 6 Comments
Posted in: HTML5 |Tags: , , ,

HTML5 image crop tool

HTML5 image crop tool

I have prepared new great HTML5 tool for you (with tutorial). I have made ‘Crop tool’ in html5 (canvas). Now we can crop images at client side too. Now we don`t need to send data (with crop coordinates) back to server as we did in our previous article: ‘Image Crop Plugin – using Jcrop’.

Here are our demo and downloadable package:

Live Demo
download in package

Ok, download the source files and lets start coding !


Step 1. HTML

Small code with canvas element and blank image (for future cropped image)

index.html

<!DOCTYPE html>
<html lang="en" >
    <head>
        <meta charset="utf-8" />
        <title>HTML5 image crop tool | Script Tutorials</title>
        <link href="css/main.css" rel="stylesheet" type="text/css" />
        <script src="http://code.jquery.com/jquery-latest.min.js"></script>
        <script src="js/script.js"></script>
    </head>
    <body>
        <header>
            <h2>HTML5 image crop tool</h2>
            <a href="http://www.script-tutorials.com/html5-image-crop-tool/" class="stuts">Back to original tutorial on <span>Script Tutorials</span></a>
        </header>
        <div class="container">
            <div class="contr">
                <button onclick="getResults()">Crop</button>
            </div>
            <canvas id="panel" width="779" height="519"></canvas>
            <div id="results">
                <h2>Please make selection for cropping and click 'Crop' button.</h2>
                <img id="crop_result" />
            </div>
        </div>
    </body>
</html>

Step 2. CSS

css/main.css

We are going to skip of publishing styles today again (no need).

Step 3. HTML5 JS

js/script.js

// variables
var canvas, ctx;
var image;
var iMouseX, iMouseY = 1;
var theSelection;

// define Selection constructor
function Selection(x, y, w, h){
    this.x = x; // initial positions
    this.y = y;
    this.w = w; // and size
    this.h = h;

    this.px = x; // extra variables to dragging calculations
    this.py = y;

    this.csize = 6; // resize cubes size
    this.csizeh = 10; // resize cubes size (on hover)

    this.bHow = [false, false, false, false]; // hover statuses
    this.iCSize = [this.csize, this.csize, this.csize, this.csize]; // resize cubes sizes
    this.bDrag = [false, false, false, false]; // drag statuses
    this.bDragAll = false; // drag whole selection
}

// define Selection draw method
Selection.prototype.draw = function(){

    ctx.strokeStyle = '#000';
    ctx.lineWidth = 2;
    ctx.strokeRect(this.x, this.y, this.w, this.h);

    // draw part of original image
    if (this.w > 0 && this.h > 0) {
        ctx.drawImage(image, this.x, this.y, this.w, this.h, this.x, this.y, this.w, this.h);
    }

    // draw resize cubes
    ctx.fillStyle = '#fff';
    ctx.fillRect(this.x - this.iCSize[0], this.y - this.iCSize[0], this.iCSize[0] * 2, this.iCSize[0] * 2);
    ctx.fillRect(this.x + this.w - this.iCSize[1], this.y - this.iCSize[1], this.iCSize[1] * 2, this.iCSize[1] * 2);
    ctx.fillRect(this.x + this.w - this.iCSize[2], this.y + this.h - this.iCSize[2], this.iCSize[2] * 2, this.iCSize[2] * 2);
    ctx.fillRect(this.x - this.iCSize[3], this.y + this.h - this.iCSize[3], this.iCSize[3] * 2, this.iCSize[3] * 2);
}

function drawScene() { // main drawScene function
    ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // clear canvas

    // draw source image
    ctx.drawImage(image, 0, 0, ctx.canvas.width, ctx.canvas.height);

    // and make it darker
    ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);

    // draw selection
    theSelection.draw();
}

$(function(){
    // loading source image
    image = new Image();
    image.onload = function () {
    }
    image.src = 'images/image.jpg';

    // creating canvas and context objects
    canvas = document.getElementById('panel');
    ctx = canvas.getContext('2d');

    // create initial selection
    theSelection = new Selection(200, 200, 200, 200);

    $('#panel').mousemove(function(e) { // binding mouse move event
        var canvasOffset = $(canvas).offset();
        iMouseX = Math.floor(e.pageX - canvasOffset.left);
        iMouseY = Math.floor(e.pageY - canvasOffset.top);

        // in case of drag of whole selector
        if (theSelection.bDragAll) {
            theSelection.x = iMouseX - theSelection.px;
            theSelection.y = iMouseY - theSelection.py;
        }

        for (i = 0; i < 4; i++) {
            theSelection.bHow[i] = false;
            theSelection.iCSize[i] = theSelection.csize;
        }

        // hovering over resize cubes
        if (iMouseX > theSelection.x - theSelection.csizeh && iMouseX < theSelection.x + theSelection.csizeh &&
            iMouseY > theSelection.y - theSelection.csizeh && iMouseY < theSelection.y + theSelection.csizeh) {

            theSelection.bHow[0] = true;
            theSelection.iCSize[0] = theSelection.csizeh;
        }
        if (iMouseX > theSelection.x + theSelection.w-theSelection.csizeh && iMouseX < theSelection.x + theSelection.w + theSelection.csizeh &&
            iMouseY > theSelection.y - theSelection.csizeh && iMouseY < theSelection.y + theSelection.csizeh) {

            theSelection.bHow[1] = true;
            theSelection.iCSize[1] = theSelection.csizeh;
        }
        if (iMouseX > theSelection.x + theSelection.w-theSelection.csizeh && iMouseX < theSelection.x + theSelection.w + theSelection.csizeh &&
            iMouseY > theSelection.y + theSelection.h-theSelection.csizeh && iMouseY < theSelection.y + theSelection.h + theSelection.csizeh) {

            theSelection.bHow[2] = true;
            theSelection.iCSize[2] = theSelection.csizeh;
        }
        if (iMouseX > theSelection.x - theSelection.csizeh && iMouseX < theSelection.x + theSelection.csizeh &&
            iMouseY > theSelection.y + theSelection.h-theSelection.csizeh && iMouseY < theSelection.y + theSelection.h + theSelection.csizeh) {

            theSelection.bHow[3] = true;
            theSelection.iCSize[3] = theSelection.csizeh;
        }

        // in case of dragging of resize cubes
        var iFW, iFH;
        if (theSelection.bDrag[0]) {
            var iFX = iMouseX - theSelection.px;
            var iFY = iMouseY - theSelection.py;
            iFW = theSelection.w + theSelection.x - iFX;
            iFH = theSelection.h + theSelection.y - iFY;
        }
        if (theSelection.bDrag[1]) {
            var iFX = theSelection.x;
            var iFY = iMouseY - theSelection.py;
            iFW = iMouseX - theSelection.px - iFX;
            iFH = theSelection.h + theSelection.y - iFY;
        }
        if (theSelection.bDrag[2]) {
            var iFX = theSelection.x;
            var iFY = theSelection.y;
            iFW = iMouseX - theSelection.px - iFX;
            iFH = iMouseY - theSelection.py - iFY;
        }
        if (theSelection.bDrag[3]) {
            var iFX = iMouseX - theSelection.px;
            var iFY = theSelection.y;
            iFW = theSelection.w + theSelection.x - iFX;
            iFH = iMouseY - theSelection.py - iFY;
        }

        if (iFW > theSelection.csizeh * 2 && iFH > theSelection.csizeh * 2) {
            theSelection.w = iFW;
            theSelection.h = iFH;

            theSelection.x = iFX;
            theSelection.y = iFY;
        }

        drawScene();
    });

    $('#panel').mousedown(function(e) { // binding mousedown event
        var canvasOffset = $(canvas).offset();
        iMouseX = Math.floor(e.pageX - canvasOffset.left);
        iMouseY = Math.floor(e.pageY - canvasOffset.top);

        theSelection.px = iMouseX - theSelection.x;
        theSelection.py = iMouseY - theSelection.y;

        if (theSelection.bHow[0]) {
            theSelection.px = iMouseX - theSelection.x;
            theSelection.py = iMouseY - theSelection.y;
        }
        if (theSelection.bHow[1]) {
            theSelection.px = iMouseX - theSelection.x - theSelection.w;
            theSelection.py = iMouseY - theSelection.y;
        }
        if (theSelection.bHow[2]) {
            theSelection.px = iMouseX - theSelection.x - theSelection.w;
            theSelection.py = iMouseY - theSelection.y - theSelection.h;
        }
        if (theSelection.bHow[3]) {
            theSelection.px = iMouseX - theSelection.x;
            theSelection.py = iMouseY - theSelection.y - theSelection.h;
        }

        if (iMouseX > theSelection.x + theSelection.csizeh && iMouseX < theSelection.x+theSelection.w - theSelection.csizeh &&
            iMouseY > theSelection.y + theSelection.csizeh && iMouseY < theSelection.y+theSelection.h - theSelection.csizeh) {

            theSelection.bDragAll = true;
        }

        for (i = 0; i < 4; i++) {
            if (theSelection.bHow[i]) {
                theSelection.bDrag[i] = true;
            }
        }
    });

    $('#panel').mouseup(function(e) { // binding mouseup event
        theSelection.bDragAll = false;

        for (i = 0; i < 4; i++) {
            theSelection.bDrag[i] = false;
        }
        theSelection.px = 0;
        theSelection.py = 0;
    });

    drawScene();
});

function getResults() {
    var temp_ctx, temp_canvas;
    temp_canvas = document.createElement('canvas');
    temp_ctx = temp_canvas.getContext('2d');
    temp_canvas.width = theSelection.w;
    temp_canvas.height = theSelection.h;
    temp_ctx.drawImage(image, theSelection.x, theSelection.y, theSelection.w, theSelection.h, 0, 0, theSelection.w, theSelection.h);
    var vData = temp_canvas.toDataURL();
    $('#crop_result').attr('src', vData);
    $('#results h2').text('Well done, we have prepared our cropped image, now you can save it if you wish');
}

Most of code is already commented. So I will hope that you will understand all this code. If not – you always can ask me any questions.


Live Demo
download in package

Conclusion

Welcome back to read something new and interesting about HTML5. Good luck in your projects.

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If you enjoyed this article, feel free to share our tutorial with your friends.

6 Comments

    • barbie oyunlari's Gravatar
    • kulturelbellek's Gravatar
    • Drew's Gravatar
    • This is great. Thanks! I am trying to add a resize function to this and I’m not able to get it working

      I tried:
      var currentScale = 1;
      var minScale = .2
      var maxScale =3 ;
      var scaleIncrement = .1
      document.onkeydown = function(e){

      e = e?e:window.event;
      console.log(e.keyCode + “down”);

      switch (e.keyCode){

      case 109:
      //-
      currentScale-=scaleIncrement;
      if (currentScalemaxScale){
      currentScale = maxScale;
      }
      }

      ctx.scale(currentScale, currentScale)

      }

      It does resize the image but its layering it overtop the original and then I can’t select the crop tool. Essentially I would like to be able to resize and then crop. Please would you mind showing me what I’m doing wrong?

      Thanks

    • Drew's Gravatar
    • ok well last post but as you are moderating this I am reposting because it doesn’t seem to be taking my full function… but I would assume you get the idea….sorry again for multiple posts..

    • oyunufo's Gravatar
    • I used to be very happy to search out this web-site.I needed to thanks in your time for this glorious read!! I undoubtedly having fun with each little bit of it and I’ve you bookmarked to take a look at new stuff you blog post.

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